Diablo 3: Gripes thread

The personal disagreement will end now. You are more than welcome to continue discussing the merits, or lack thereof, of “Diablo III,” including the matter of whether or not its skill system is too complex, too simplified, or whatever.

The Cubsfan-Frylock personal argument, involving accusations of who’s dumber or taking things seriously or needing to chill out or whatever, will not continue after this post. Nobody else will pick up the banner.
Thanks,

RickJay
Moderator

My biggest gripe is constantly picking up useless white crap while im fighting.

speaking of banners, what’s the point of putting one down in the game?

I can definitely get behind this. In D2, at least, there were a few white items that were at least worth a lot of gold, or involved in crafting-type things, but in D3, it doesn’t seem like there’s any point at all in white items dropping, past a very early stage in the game. And it’s too easy to accidentally click on some of it, while you’re clicking frantically all over the place.

If you’re in the game, and there are multiple players in game, your banner is automatically in town, and any other player can teleport to your location by clicking on it (similar to what we used to do with portals, but without requiring any action by the person in the dungeon). Secondarily, your banner is also a bit of bragging, since it gets more ornate as you earn achievements.

I can now gripe that the weapon they call a spade is a kind of bo staff, rather than a shovel which I can use to beat people with. Very, very disappointing.

Sometimes I miss Elwynn forest…

The in-action placeable banners are cosmetic only. Their only real use is to mark locations; the place of a book pickup, which fork you took going ahead of the group, etc.

Yep–this is a totally legit gripe. Why litter the landscape with so much trash? I liked how Titan Quest handled it: there was trash everywhere, but it was very difficult to pick it up if you weren’t pressing Alt at the time. As it is, every now and then I open my inventory and find trash in it, and I wonder, “How the hell did that get in there?”

At the other end of the scale was Dungeon Siege, where you could just press the Alt key and Hoover up all the treasure within sight. You could also tell it not to pick up white crap…

SenorBeef, now that I’ve played more, I can say that the game finally reached what I would consider a good challenge level in Act 3 of Nightmare.

This is really interesting to me and I have a really hard time understanding this. You want it to be where, if someone shows up with a better build, it’s an instant-win button and you have no choice but to take your whooping? No hope of fighting it out or battle being a test of skill? Or is it the reverse where you hope to have the better build so you can win lopsided fights where the other person has no shot? A whole lot of people like ganking and dominating inferior opponents, but that sounds too much like paper/rock/scissors to me.

I see it differently. If everyone is equal/identical, PVP becomes a test of reflexes and timing and skill, instead of who did the most research beforehand. But of course not everyone will be equal because not everyone plays the same class. So PVP is actually a test of knowledge and recognition. Can you see what the other does and adapt fast enough to survive? Being able to react and adapt on the fly makes for a far more dynamic experience than just paper/rock/scissors. Although, the interface isn’t well tuned for this in practice, I think the concept stands.

Just an edit to add that, in general, I always disliked the idea that I had to know every single choice I intended to make for an entire game before I make any choices. I like to be able to experiment freely, without penalty. To me, there’s no real lack of permanence, once I know which abilities I want I can keep them. But I can also try something new, or experiment, at my own desire. I’m a fan of the skill system.

It seems like it’s changed, unless I’m misunderstanding. Now you just walk past gold and it picks it up automatically.

Gold does, but loot doesn’t; nevertheless, its text is pretty big and underfoot and easy to click on by accident, and there’s no sound cue (I think) to indicate it’s picked up. It’s a very small annoyance, but I wish that you could filter out white loot so it didn’t even show up.

Also, I agree with whoever said that the skill-switching interface could be more elegant. I’d love to be able to switch skills very quickly, like in less than a second, and continue moving around. I’d also love to be able to assign different skill configurations to a hotkey, so that I could (for example) press Ctrl+1 to pull up my configuration designed for fighting tons of mobs up close, or Ctrl+2 for the configuration that works best against slow bosses.

That capability might be in the game; if it is, somebody tell me please!

Another gripe: the stuff that drops is like 8 levels below the level you are when you get them, so buying stuff on the AH is far far superior to playing like D2. It really takes away the whole finding goodies part of the game, which is basically the main thing it had going for it.

Also, bosses are only guaranteed to drop rares the first time you kill them in Normal. The first time you kill them in Nightmare, Hell, etc.? Expect to get the same garbage blues you get from any other enemy.

Meh. You could get the same experience in D2 by rolling second toons, or by having friends who donate gear to you. In Titan Quest, once I got a character to level 40+, new toons were always tricked out with amazing gear ASAP. It made it kind of fun but also made the game kind of easy. The AH seems to me to encourage the same dynamic, which is part of the reason I’m avoiding it.

I just think it’s a bad decision to have stuff drop items way below the level at which you kill them. Maybe it’s a balance problem and you ARE meant to run around in level 18-22 gear in your 30s but it just feels wrong.

Is the level based on the minimum level for wearing it?

It could also be that you’re not moving forward fast enough for your leveling. Monster loot is based on the monster, not on you, so if you rush ahead and kill more challenging monsters, you’ll get better loot. This would also address the common complaint that the game is too easy.

i don’t care really but it is such that i would, while in an area with merchants, rather throw these on the ground than waste time walking over to sell them. couldn’t they at least price them on par with the dropped gold?